Determining highlights in a game spectating system

ABSTRACT

Methods and apparatus for determining highlights from broadcasts in spectating environments. A highlight service obtains highlight data for broadcasts including game- and participant-specified events, audio input, and text chat, analyzes the highlight data to determine notable events (highlights) in the broadcasts, and extracts highlight segments from the broadcasts according to the determined events. Highlight reels may be created from the highlight segments according to one or more highlight selection criteria and/or spectator preferences. The highlight service may provide access to the highlights and highlight reels via a highlight user interface (UI). The spectators may selectively view the highlights or highlight reels via the highlight UI.

BACKGROUND

Evolution of the Internet, Web-based computing, and mobile computing,including the increasingly widespread availability of broadbandconnections, support for high-resolution video, and the availability andcapabilities of consumer computing devices including but not limited tomobile computing devices such as pad/tablet devices and smartphones, hasled to continuing evolution and growth of online gaming. Online gamesmay include everything from relatively simple, two-dimensional (2D)casual games to more complex 2D or three-dimensional (3D) action,sports, or strategy games that may involve one or more players in a gamesession, to multiplayer online battle arena (MOBA) games, toworld-building multiplayer games, to complex 3D massively multiplayeronline games (MMOGs) such as massively multiplayer online role-playinggames (MMORPGs) that may support hundreds or thousands of active playersin a persistent online “world”.

The continued evolution and growth of online gaming has in turn led tothe rise in popularity of video game spectating, or virtual spectating.In virtual spectating, one or more spectators may watch the game play ofone or more other players actively participating in an online gamewithout themselves actively participating in the game play. For example,in a multiplayer online game, spectators may watch one or more playersor teams of players involved in a battle or otherwise participating ingame play. Broadband Internet, high-resolution video, and videostreaming technologies have led to the development of live broadcastingtechnologies that may be leveraged to provide online virtual spectatingfor online games. For example, a game spectating system may allowplayers to broadcast live or recorded streams of their game play totens, hundreds, or thousands of spectators, while allowing thespectators to select the live or recorded broadcasts of particularplayers for viewing.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a high-level block diagram that illustrates determining andpresenting highlights in a game spectating environment, according to atleast some embodiments.

FIG. 2A is a high-level flowchart of a method for determining andpresenting highlights from broadcasts in a game spectating environment,according to at least some embodiments.

FIG. 2B is a high-level flowchart of a method for determining andpresenting highlights from games that are not necessarily broadcast,according to at least some embodiments.

FIG. 3 illustrates a game spectating system that determines highlightsfor broadcasts and presents the determined highlights to spectators,according to at least some embodiments.

FIG. 4A illustrates components and operations of a highlight service ina game spectating system, according to at least some embodiments.

FIG. 4B illustrates game highlight event processing to determinehighlights in a game spectating system, according to at least someembodiments.

FIG. 4C illustrates participant highlight tag processing to determinehighlights in a game spectating system, according to at least someembodiments.

FIG. 4D illustrates participant interaction processing to determinehighlights in a game spectating system, according to at least someembodiments.

FIG. 4E illustrates machine learning analysis of video content todetermine highlights in a game spectating system, according to at leastsome embodiments.

FIG. 4F illustrates statistically improbable analysis of game data todetermine highlights in a game spectating system, according to at leastsome embodiments.

FIG. 5 illustrates a highlight presentation component for a highlightservice, according to at least some embodiments.

FIG. 6A is a more detailed flowchart of a method for determining andpresenting highlights from broadcasts in a game spectating environment,according to at least some embodiments.

FIG. 6B is a more detailed flowchart of a method for determining andpresenting highlights from games that are not necessarily broadcast,according to at least some embodiments.

FIG. 7 provides a non-limiting example of a spectating user interfacefor a game spectating system that includes highlight user interfaceelements, according to some embodiments.

FIG. 8 provides a non-limiting example of a highlight user interface fora game spectating system, according to some embodiments.

FIG. 9 provides a non-limiting example of a broadcaster user interfacefor a game spectating system, according to some embodiments.

FIG. 10 provides another non-limiting example of a spectating userinterface for a game spectating system, according to some embodiments.

FIG. 11 illustrates an example network-based game spectatingenvironment, according to at least some embodiments.

FIG. 12 is a block diagram illustrating an example computer system thatmay be used in some embodiments.

While embodiments are described herein by way of example for severalembodiments and illustrative drawings, those skilled in the art willrecognize that embodiments are not limited to the embodiments ordrawings described. It should be understood, that the drawings anddetailed description thereto are not intended to limit embodiments tothe particular form disclosed, but on the contrary, the intention is tocover all modifications, equivalents and alternatives falling within thespirit and scope as defined by the appended claims. The headings usedherein are for organizational purposes only and are not meant to be usedto limit the scope of the description or the claims. As used throughoutthis application, the word “may” is used in a permissive sense (i.e.,meaning having the potential to), rather than the mandatory sense (i.e.,meaning must). Similarly, the words “include”, “including”, and“includes” mean including, but not limited to.

DETAILED DESCRIPTION

Various embodiments of methods and apparatus for determining andpresenting events and highlights from streamed content in a gamespectating environment are described. In a game spectating environment,a game spectating system may receive broadcasts of players' game playfrom broadcaster devices and stream the broadcasts to spectator devicesfor viewing by respective spectators. Each broadcast includes videoshowing game play of a respective broadcaster participating as a playerin a game executing on a game system. Each broadcast and/or game mayinclude highlights. The highlights may include unusual, unlikely oruncommon events, or otherwise interesting or notable events. Embodimentsof a highlight component, module, or service for a game spectatingenvironment are described that obtains highlight data indicating notableevents in the broadcasts and/or games executing on the game systems anddetermines highlight segments from the broadcasts according to thehighlight data. Each highlight segment includes an interesting ornotable event from the respective game as determined according tohighlight data for the game. The highlight service may determine sets or“reels” of highlights from the plurality of highlight segments accordingto one or more highlight selection criteria such as game genres, gametitles, player/broadcasters, time periods, types of highlights (e.g.,types of plays), and so on. The highlight service may provide access tothe highlights via a highlight user interface (UI) presented to thespectators on respective spectator devices. The spectators mayselectively view the highlights or highlight reels via the highlight UI.In some embodiments, particular or targeted highlight sets or reels(e.g., highlights from particular genres, games, etc.) may be providedto particular spectators via the highlight UI based on spectators'specified or otherwise determined preferences.

Game spectating systems may include network-based video streamingsystems that may allow game players to broadcast live streams of theirgame play to tens, hundreds, thousands or more spectators, whileallowing the spectators to select the broadcasts of particular playersfor viewing. A game spectating system may support live streaming ofbroadcast from tens, hundreds, or thousands of players simultaneously. Agame spectating system may record at least some live broadcasts andallow the recorded broadcasts to be played back for viewing byspectators. A game spectating system may support live and recordedbroadcasts for one, two, or more different online games.

Online games are network-based games that may allow one, two, or moreplayers, in some cases even thousands of players, to simultaneouslyparticipate in a game from consumer devices coupled to a network. Onlinegames that may be implemented in game spectating environments asdescribed herein may vary from tightly scripted games to games thatintroduce varying amounts of randomness to the game play. An online gamemay, for example, be a game in which the players attempt to achieve somegoal or overcome some obstacle, and may include multiple levels that theplayers have to overcome. An online game may, for example, be a game inwhich the players cooperate to achieve goals or overcome obstacles, or agame in which one or more of the players compete against one or moreother players, either as teams or as individuals. Alternatively, anonline game may be a game in which the players may more passivelyexplore and make discoveries within a complex game universe without anyparticular goals in mind, or a “world-building” online game in which theplayers may actively modify their environments within the game universe.Online games may include everything from relatively simple,two-dimensional (2D) casual games to more complex 2D orthree-dimensional (3D) action, sports, or strategy games, to multiplayeronline battle arena (MOBA) games, to complex 3D massively multiplayeronline games (MMOGs) such as massively multiplayer online role-playinggames (MMORPGs) that may simultaneously support hundreds or thousands ofplayers in a persistent online “world”.

In this document, the term “player” is generally used to refer to anactual human that actively participates in an online game, the term“broadcaster” is generally used to refer to a player that broadcasts astream of their game play via the game spectating system, the term“spectator” is generally used to refer to an actual human that watcheslive or recorded game play online without directly participating in thegame as a player, the term “participant” is generally used tocollectively refer to players (active participants) and spectators(passive participants), the term “client” (as in “client device”, “gameclient”, “broadcasting client”, and “spectating client”) is generallyused to refer to a hardware and/or software interface to a game systemor streaming system via which a participant interacts with the gamesystem and/or spectating system, and the term “character” or “gamecharacter” is generally used to refer to a player's in-game presence or“avatar” that the player may control via a game client on a clientdevice to interact with other game characters, other game entities, andother objects within the game environment during a game session.

While embodiments are primarily described herein in the context ofdetermining and presenting highlights from broadcasts in multiplayeronline gaming environments in which two or more players remotelyparticipate in online game sessions, it is to be noted that embodimentsmay also be applied to determine and present highlights in single-playeronline games, as well as in single-player and multiplayer games that arenot necessarily online, such as single-player and multiplayer consolegames that may be played locally/offline. In addition, in someembodiments, a spectating system may support broadcasts or streams oflive and/or recorded digital media content from sources other than gamesystems, for example from live sports games, competitions, concerts,talk shows, and other events including but not limited to live streamsfrom electronic spectator sports (eSports) competitions, and embodimentsmay also be applied to determine and present highlights for thesebroadcasts or streams. Further, while embodiments are primarilydescribed in the context of determining and presenting highlights fromlive streams or video, embodiments may also be applied to determine andpresent highlights from previously recorded streams or video. Moregenerally, embodiments may be applied to determine and presenthighlights for video inputs or streams from any video source.

FIG. 1 is a high-level block diagram that illustrates determining andpresenting highlights in a game spectating environment, according to atleast some embodiments. A game spectating environment may include aspectating system 100, one or more game systems 120, and multiple clientdevices; the client devices may include broadcaster devices 140 andspectator devices 160. Each broadcaster device 140 may include, but isnot limited to, input and output components and game client software forat least one game system 120 via which respective players canparticipate in game sessions currently being executed by the gamesystem(s) 120. Each broadcaster device 140 may also include input andoutput components (e.g., video cameras and microphones) and broadcastingclient software for the spectating system 100 via which respectiveplayers may generate live A/V streams of their online game play(broadcasts 142) and other input 144 including but not limited to audioand textual commentary for broadcasting to spectators via the gamespectating system 100. Each spectator device 160 may include, but is notlimited to, input and output components and spectating client softwarevia which respective spectators may interact with the spectating system100 to select, receive, and view live broadcasts 142 from thebroadcasters or playbacks of previously recorded broadcasts 142, and viawhich the spectators may provide spectator input 164 including but notlimited to feedback (e.g. audio or textual commentary) for broadcasts142 and inputs selecting or specifying broadcasts 142, highlights 108,or other content offered via the spectating system 100.

Spectating system 100 may be a network-based video streaming system thatmay allow players to broadcast live streams 142 of their online gameplay to tens, hundreds, thousands or more spectators, while allowing thespectators to select the broadcasts 142 of particular players (alsoreferred to as channels) for viewing. A spectating system 100 maysupport live broadcasts 142 for one, two, or more different game systems120, and may support live streaming of broadcasts 142 from tens,hundreds, or thousands of broadcaster devices 140 to the spectatordevices 160. In some embodiments, a spectating system 100 may record atleast some broadcasts 142 and allow the recorded broadcasts 142 to beplayed back to spectator devices 160 for viewing by spectators. A gamespectating system 100 may support live and recorded broadcasts 142 forone, two, or more different online games 120.

While FIG. 1 shows game systems 120 as separate from spectating system100, in some embodiments, at least one game system 120 may beimplemented at least in part by spectating system 100. In someembodiments, one or more broadcaster devices 140 may be implementedwithin spectating system 100.

In some embodiments, a spectating system 100 may support broadcasts 142of live and/or recorded digital media content via broadcaster devices140 from sources other than game systems 120. For example, in someembodiments, the spectating system 100 may support live or recordedbroadcasts of streams from sports games, competitions, concerts, andother events including but not limited to live streams from electronicspectator sports (eSports) competitions. eSports (also referred to ascompetitive gaming) generally refers to organized multiplayer video gamecompetitions.

The game spectating environment may also include a highlight component,module or service 106. In some embodiments, a highlight service 106 mayinclude or be implemented by one or more computing devices, for exampleone or more server devices, that implement the highlight servicefunctionality and that may provide one or more application programminginterfaces (APIs) to and user interfaces (UIs) for the highlight servicefunctionality. Highlight service 106 may also include or access otherdevices including but not limited to storage devices or systems forstoring highlights and highlight reels, and that may also be used tostore other data and information used by the highlight service 106 suchas highlight information including but not limited to spectatorhighlight preferences. In some embodiments, highlight service 106 may beimplemented separately from spectating system 100, for example as anetwork-based service that is accessible by one or more entitiesincluding but not limited to spectating system 100. In some embodiments,highlight service 106 may instead be implemented as a component, module,or subsystem of spectating system 100. FIGS. 4A through 4F and FIG. 5illustrate components and operations of an example highlight service 106in more detail, according to some embodiments.

FIG. 2A is a high-level flowchart of a method for determining andpresenting highlights in a game spectating environment, according to atleast some embodiments. The method of FIG. 2A may, for example, beimplemented by a highlight component, module, or service in a gamespectating environment as illustrated in FIG. 1.

As indicated at 200 of FIG. 2A, data related to highlights forbroadcasts in a game spectating environment may be obtained. Referringto FIG. 1, spectating system 100 may receive broadcasts 142 of players'game play from broadcaster devices 140 and stream the broadcasts 142 tospectator devices 160 for viewing by respective spectators. Eachbroadcast 142 includes video showing game play of a respectivebroadcaster participating as a player in a game executing on a gamesystem 120. In some embodiments, highlight service 106 obtains highlightdata 104 indicating interesting and/or notable events (“highlights”) inthe broadcasts 142 and/or games executing on the game systems 120.

As indicated at 202 of FIG. 2A, the highlight data may be processed todetermine highlight segments from the broadcasts. Referring to FIG. 1,in some embodiments, the highlight service 106 determines highlightsegments from the broadcasts 142 according to the highlight data 104.Each highlight segment includes an interesting or notable event (a“highlight”) from the respective game and/or broadcast 142 as determinedaccording to highlight data 104 for the game and/or broadcast 142.

The following provides several non-limiting examples of methods forreceiving 200 and processing 210 highlight data 104 in a spectatingsystem 100 to determine highlight segments from broadcasts. Note thatthese examples of highlight data and of methods for obtaining andprocessing the highlight data are not intended to be limiting, and maybe used alone or in combination.

In some embodiments, the highlight data 104 may include game highlightevents 124 received from the game systems 120 that indicategame-specific, in-game highlights as defined by the game systems 120. Insome embodiments, the game highlight events 124 may be receivedaccording to an API to the highlight service 106. FIGS. 4A and 4Billustrate receiving and processing game highlight events 124 todetermine highlights in broadcasts, according to at least someembodiments.

In some embodiments, the highlight data 104 may instead or in additioninclude spectators' inputs to a spectator user interface on spectatordevices 160, the spectators' inputs marking or tagging interesting ornotable events (highlights) in broadcasts 142 being viewed by thespectators. In some embodiments, the highlight data 104 may instead orin addition include broadcasters' inputs to a broadcaster user interfaceon broadcaster devices 140, the broadcasters' inputs marking or tagginginteresting or notable events in their broadcasts 142. FIGS. 4A and 4Cillustrate receiving and processing participants' highlight tagginginputs to a spectating system 100 to determine highlights in broadcasts,according to at least some embodiments.

In some embodiments, the highlight data 104 may instead or in additioninclude participant (broadcaster and/or spectator) audio and/or textualinput and interactions with the spectating system 100 (e.g., broadcastercommentary, in-game voice or text chat, broadcast text chat, spectatorvocal comments, crowd noise, etc.). The audio and/or textualinteractions may be analyzed using various voice and speech analysistechniques to determine keywords, excitement levels, stress, and othermetrics that may be used in identifying highlights in respectivebroadcasts 142. In some embodiments, the highlight data 104 may insteador in addition include video of participants (broadcasters and/orspectators) during a broadcast 142. The video input may be analyzed, forexample using techniques that detect emotions via analysis of facialexpressions, to determine metrics that may be used in identifyinghighlights in respective broadcasts 142. FIGS. 4A and 4D illustratereceiving and processing participant interactions with a spectatingsystem 100 to determine highlights in broadcasts, according to at leastsome embodiments.

As indicated at 204 of FIG. 2A, sets of highlights may be determinedfrom the highlight segments. Referring to FIG. 1, in some embodiments,the highlight service 106 may determine sets or “reels” of highlights108 from the highlight segments according to one or more highlightselection criteria such as game genres, game titles,player/broadcasters, time periods, and so on. In some embodiments, setsof highlights tailored to particular spectators may be determinedaccording to the spectators' specified or otherwise determinedpreferences. FIG. 5 illustrates a highlight presentation component for ahighlight service, according to at least some embodiments.

As indicated at 206 of FIG. 2A, the highlights may be presented tospectators via a user interface. Referring to FIG. 1, in someembodiments, the highlight service 106 may provide access to thehighlights 108 via a highlight user interface (UI) presented to thespectators on respective spectator devices 160. The spectators may thenselectively view specific highlights 108 via the highlight UI. In someembodiments, particular sets or “reels” of highlights 108 (e.g.,highlights 108 from particular genres, games, etc.) may be provided toparticular spectators via the highlight UI based on the spectators'specified or otherwise determined highlight viewing preferences. FIGS.7, 8, and 10 provide non-limiting examples of highlight UIs that may beused in spectating systems 100, according to some embodiments.

FIG. 2A shows a method for determining and presenting highlights frombroadcasts in a game spectating environment. However, in someembodiments, highlights may be determined from games that are notnecessarily broadcast, and the highlights may be presented to viewersvia the game spectating system. FIG. 2B is a high-level flowchart of amethod for determining and presenting highlights from games that are notnecessarily broadcast, according to at least some embodiments. Themethod of FIG. 2B may, for example, be implemented by a highlightcomponent, module, or service 106 as illustrated in FIG. 1.

As indicated at 220 of FIG. 2B, data related to highlights for games maybe obtained. Referring to FIG. 1, in some embodiments, highlight service106 may obtain game video 190 and game data 192 from games executing ongame systems 120 or client devices that are not necessarily beingbroadcast. The game metadata 192 may include, but is not limited to,indications of game events, player performance metrics and statistics,and other game-related information as defined and detected by respectivegame systems, or as obtained from other sources. As indicated at 222 ofFIG. 2B, the game video 190 and game data 192 may be processed todetermine highlight segments from the game video 190. Referring to FIG.1, in some embodiments, the highlight service 106 determines highlightsegments from the game video 190 according to at least the game data192. Each highlight segment includes an interesting or notable event (a“highlight”) from the respective game video 190 as determined accordingto at least the game data 192. As indicated at 224 of FIG. 2B, sets ofhighlights may be determined from the highlight segments. Referring toFIG. 1, in some embodiments, the highlight service 106 may determinesets or “reels” of highlights 108 from the highlight segments accordingto one or more highlight selection criteria such as game genres, gametitles, player, time periods, and so on. In some embodiments, sets ofhighlights tailored to particular spectators may be determined accordingto the spectators' specified or otherwise determined preferences. FIG. 5illustrates a highlight presentation component for a highlight service,according to at least some embodiments. As indicated at 226 of FIG. 2B,the highlights may be presented to viewers via a user interface. Forexample, in some embodiments, the highlight service 106 may provideaccess to the highlights 108 via a highlight UI presented to viewers onrespective spectator devices 160 as illustrated in FIG. 1. The viewersmay then selectively view specific highlights 108 via the highlight UI.In some embodiments, particular sets or “reels” of highlights 108 (e.g.,highlights 108 from particular genres, games, etc.) may be provided toparticular viewers via the highlight UI based on the viewers' specifiedor otherwise determined highlight viewing preferences. FIGS. 7, 8, and10 provide non-limiting examples of highlight UIs that may be used,according to some embodiments.

FIG. 3 illustrates a game spectating system that includes a highlightservice that determines highlights for broadcasts and presents thedetermined highlights to spectators, according to at least someembodiments. FIG. 3 shows a game spectating system and environment asillustrated in FIG. 1 in more detail. A game spectating environment mayinclude a spectating system 300, one or more game systems 320 that eachserve as an execution environment for an online game, and multipleclient devices; the client devices may include broadcaster devices 340and spectator devices 360. The game spectating system 320 may include orhave access to a spectating module or service 302 and a highlight moduleor service 306.

In at least some embodiments, game spectating system 300 may be anetwork-based video streaming system that may allow players to broadcastlive streams of their online game play to tens, hundreds, or thousandsof spectators, while allowing the spectators to select the broadcasts ofparticular players (also referred to as channels) for viewing viaspectating client 362 software on the spectator devices 360. Aspectating system 300 may support live broadcasts for one, two, or moredifferent game systems 320, and may support live streaming of broadcastsfrom tens, hundreds, or thousands of broadcaster devices 340 to tens,hundreds, or thousands of spectator devices 360. In some embodiments,game spectating system 300 may include one or more servers thatimplement a spectating service 302 that supports live streaming ofbroadcasts received from many broadcaster devices 340 to many spectatordevices 360. In some embodiments, game spectating system 300 may alsoinclude other devices including but not limited to storage devices thatstore data including but not limited to recordings of broadcasts andparticipant (spectator and broadcaster) information including but notlimited to participant profile information. Game spectating system 300may store recordings of at least some broadcasts 312 to a data store,and may allow spectators to select and play back the recordings viaspectating client 362 software on the spectator devices 360. A gamespectating system 300 may also implement one or more user interfaces(UIs) and one or more APIs to the game spectating system functionality.For example, a game spectating system 300 may implement a broadcastingUI/API 303 to the spectating service 302 that broadcasters may accessvia broadcasting clients 342 to broadcast their live game play and otherA/V input as a live stream, and via which the broadcasters may provideaudio or textual commentary or chat for broadcasts 312 or other inputsto the spectating system 300. As another example, a game spectatingsystem 300 may implement a spectating UI/API 304 to the spectatingservice 302 that spectators may access via spectating clients 362 toselect, receive, and view live broadcasts 312 from the broadcasters orplaybacks of previously recorded broadcasts 312, and via which thespectators may provide spectator feedback and other input (e.g. audio ortextual commentary or chat) for broadcasts 312 or other inputs to thespectating system 300.

In some embodiments, at least some components of a game spectatingenvironment may be implemented in the context of a service provider thatprovides virtualized resources on a provider network to clients of theservice provider, for example as illustrated in FIG. 11. For example, aspectating component or service 302 of a spectating system 300 and/or ahighlight component or service 306 of a spectating system 300 may beimplemented as services on a provider network as illustrated in FIG. 11.In some embodiments, one or more game systems 320 may be implemented bygame providers on the provider network. While FIG. 3 shows game systems320 as separate from spectating system 300, in some embodiments, atleast one game system 320 may be implemented at least in part byspectating system 300.

Broadcaster devices 340 and spectator devices 360 may be referred to asclient devices in the game spectating environment. A client device (abroadcaster or spectator device) may be any of a variety of consumerdevices including but not limited to desktop computer systems,laptop/notebook computer systems, pad/tablet devices, smartphonedevices, game consoles, handheld gaming devices, and wearable devices.Thus, client devices may range from powerful desktop computersconfigured as gaming systems down to “thin” mobile devices such assmartphones, pad/tablet devices, and wearable devices. Each clientdevice may implement an operating system (OS) platform that iscompatible with the device. A client device may include, but is notlimited to, input and output components and client software. The clientsoftware on a particular client device may be tailored to support theconfiguration and capabilities of the particular device type and the OSplatform of the device. An example computing device that may be used asa client device is illustrated in FIG. 12.

Each broadcaster device 340 may include, but is not limited to, inputand output components and game client 344 software for at least one gamesystem 320 via which respective players can participate in game sessionscurrently being executed by the game system(s) 320. Each broadcasterdevice 340 may also include input and output components (e.g., videocameras and microphones) and broadcasting client 342 software for thespectating system 300 via which respective players/broadcasters maygenerate live A/V streams of their online game play and commentary forbroadcasting to spectators via the game spectating system 300. Thebroadcasters may also receive spectator feedback (e.g., audio and/ortextual commentary or chat) from the spectating system 300, for examplevia the broadcasting client 342 software. Each spectator device 360 mayinclude, but is not limited to, input and output components andspectating client 362 software via which respective spectators mayinteract with the spectating system 300 to select, receive, and viewlive or recorded broadcasts 312, and via which the spectators mayprovide spectator feedback (e.g. audio or textual commentary) tobroadcasters.

In some embodiments, a game spectating environment may include ahighlight component, module, or service 306. In some embodiments,highlight service 306 may include one or more computing devices, forexample one or more server devices, that implement highlight processingcomponents or modules and one or more APIs to the highlight service 306functionality provided by the highlight processing modules. Highlightservice 306 may also include other devices including but not limited tostorage devices that may store highlights and highlight reels, and thatmay also be used to store other data and information used by thehighlight service 306 such as highlight information including but notlimited to spectator highlight preferences. In some embodiments, asshown in FIG. 3, highlight service 306 may instead be implemented as acomponent, module, or subsystem of spectating system 300. While FIG. 3shows highlight service 306 as a component of a spectating system, 300,in some embodiments highlight service 306 may be implemented as aseparate service or system from spectating system 300, for example as anetwork-based service that is accessible by one or more entitiesincluding but not limited to spectating system 300. FIGS. 4A through 4Fand FIG. 5 illustrate components and operations of an example highlightservice 306 in more detail, according to some embodiments.

In some embodiments, highlight service 306 functionality may beimplemented in part on other devices in the spectating environment. Forexample, in some embodiments, analysis modules may be installed on atleast some broadcaster 340 and/or spectator devices 360. The analysismodules may locally perform audio, text, speech, or other analysis forparticipants (player/broadcasters or spectators) associated with thedevices, and may stream or upload the participant analysis informationto the spectating system 300 and/or highlight service 306 for use inidentifying events including but not limited to highlights in respectivebroadcasts 312.

In some embodiments, a spectating system 300 may support broadcasts oflive and/or recorded digital media content via broadcaster devices 340from sources other than game systems 320. For example, in someembodiments, the spectating system 300 may support broadcasts of livestreams from sports games, competitions, concerts, and other eventsincluding but not limited to live streams from electronic spectatorsports (eSports) competitions.

The following is a broad description of an example method for streaminglive broadcasts in a game spectating system, and is not intended to belimiting. Typically, a game system 320 may include a game engine 322that renders a 2D or 3D representation of a game universe based on thecurrent state of the universe, generates video and sound, and sends orstreams the video and sound (A/V) output to broadcaster devices 340 viagame UI/API 324 for processing and/or display by game clients 344. On abroadcaster device 340, the player/broadcaster interacts with the gamesystem 320 and participates in the game executing on the game system 320using game client 344, and uses broadcasting client 342 software and A/Vcomponents of the device 340 to construct a live stream of thebroadcaster's game play for broadcast. The live stream may include thegame A/V received from the game system 320, and may also include videoand audio input of the player captured by A/V components (e.g., a videocamera and microphone) of the device 340 either as a separate stream orembedded in the game A/V stream. The player/broadcaster may also usebroadcasting client 342 to provide text input for a broadcast, forexample text input to a broadcast chat window. In some embodiments,broadcasters may tag or mark interesting or notable events as highlightsin broadcasts 312A via broadcasting client 342 interface. FIG. 9provides a non-limiting example of a broadcaster user interface for agame spectating system, according to some embodiments.

The live streams of the broadcasts 312A are sent from the broadcastingclients 342 to the spectating system 300 according to the broadcastingUI/API 303. Video input may be received by spectating system 300 in anyof a variety of video formats. Audio input may, for example, be receivedby spectating system 300 as audio tracks in video input, as Voice overIP (VoIP), or according to other network formats or protocols thatsupport digital audio transmission. On the spectating system 300,spectating service 302 processes the live streams of the broadcasts 312Afor rebroadcast 312B to spectator devices 360. In some embodiments, atleast some of the broadcasts 312 may be recorded and stored forplayback. In some embodiments, at least some of the broadcasts 312C maybe provided to the highlight service 306 for processing.

On a spectator device 360, a spectator may select a particular broadcast312B or channel for viewing via a broadcast interface 364 provided bythe spectating client 362. The spectating service 302 may then streamthe live broadcast 312B to the spectating client 362 on the respectivespectator device 340 via spectating UI/API 304 for display on thebroadcast interface 364. The spectator may use spectating client 362software and A/V components of the device 360 (e.g., a microphone) toprovide audio input (e.g., vocal commentary, cheers, crowd noise, orvocal chat) regarding the current broadcast 312B being viewed. Thespectator may also use spectating client 362 to provide text input, forexample text input to a broadcast chat window. In some embodiments,spectators may tag or mark interesting or notable events as highlightsin broadcasts 312B via broadcast interface 364. FIGS. 7 and 10 providenon-limiting examples of spectating user interfaces that may be used toselect and view broadcasts in a game spectating environment, accordingto some embodiments.

The highlight service 306 may obtain highlight data indicatinginteresting and/or notable events (“highlights”) in broadcasts 312Cand/or in games executing on the game systems 320. The highlight datamay be processed by the highlight service 306 to determine highlights358 from the broadcasts 312C. Highlight service 306 may obtain thehighlight data from one or more sources. The following provides severalnon-limiting examples of methods for obtaining and processing highlightdata by a highlight service 306 to determine highlights 358 frombroadcasts 312C. Note that these examples of highlight data and ofmethods for obtaining and processing the highlight data are not intendedto be limiting, and may be used alone or in combination.

In some embodiments, the highlight data may include game highlightevents 334 received from the game systems 320. The game highlight events334 for a given game system 320 may indicate game-specific, in-gamehighlights as defined by the respective game system 320 and detected bya game highlight detection 326 component of the game system 320. In someembodiments, the game highlight events 334 may be received according toa game highlight API 307 to the highlight service 306. While FIG. 3shows the game highlight events 334 being received directly by thehighlight service 306 from game highlight detection 326 components onthe game systems 320, in some embodiments at least some of the gamehighlight events 334 may be included as metadata in game A/V 330 sent tothe game clients 344, and thus may be included in the broadcast 312streams sent from the broadcaster devices 340 to the spectating service302; the spectating service 302 may then provide the game highlightevents 334 to the highlight service 306. FIGS. 4A and 4B illustratereceiving and processing game highlight events 124 to determinehighlights in broadcasts, according to at least some embodiments.

In some embodiments, the highlight data may instead or in additioninclude highlight tags 316 indicating spectators' and/or broadcasters'inputs to the spectating service 302 marking or tagging interesting ornotable events (highlights) in broadcasts 312. In some embodiments,spectating service 302 may communicate with the highlight service 306 toprovide the participants' highlight tags 316 that mark or otherwiseindicate interesting or notable events (highlights) in broadcasts 312.FIGS. 4A and 4C illustrate receiving and processing participants'highlight tagging inputs to a spectating system 100 to determinehighlights in broadcasts, according to at least some embodiments.

In some embodiments, the highlight data may instead or in additioninclude participant (broadcaster and/or spectator) interactions 314 withthe spectating system 302. Participant interactions 314 may includebroadcaster input and interactions 310 such as broadcaster commentary,in-game voice or text chat, and broadcast text chat, and spectator inputand interactions 354 such as spectator vocal comments, crowd noise, andbroadcast text chat. In some embodiments, spectating service 302 mayreceive broadcasters' input and interactions 310 from broadcasterdevices 340, and may also receive spectators' input and interactions 354from spectator devices 360. In some embodiments, spectating service 302may receive the input and interactions via UI/APIs 303 and 304,respectively. In some embodiments, spectating service 302 may receive atleast some of the input and interactions 310 from broadcasting clients342 as part of the broadcast 312A streams. In some embodiments,spectating service 302 may communicate with the highlight service 306 toprovide participant interactions 314 (e.g., spectator and/or playervideo, audio, text, and other input and interactions) to the highlightservice 306. FIGS. 4A and 4D illustrate receiving and processingparticipant interactions with a spectating system 100 to determinehighlights in broadcasts, according to at least some embodiments.

The highlight service 306 may use the highlight data to determinehighlights 358 from respective broadcasts 312C. In some embodiments, thehighlight service 306 determines highlight segments from the broadcasts312C according to respective highlight data. Each highlight segmentincludes an interesting or notable event (a “highlight”) from therespective game and/or broadcast 312C as determined according tohighlight data for the game and/or broadcast 312C. In some embodiments,the highlight service 306 may determine sets or “reels” of highlightsfrom the highlight segments according to one or more highlight selectioncriteria such as game genres, game titles, player/broadcasters, timeperiods, and so on. In some embodiments, sets of highlights tailored toparticular spectators may be determined according to the spectators'specified or otherwise determined preferences. FIG. 5 illustrates ahighlight presentation component for a highlight service, according toat least some embodiments. The highlight service 306 may provide accessto the highlights 358 via a spectator highlight UI/API 308 that presentsa highlight interface 366 to the spectators on respective spectatordevices 360. The spectators may then selectively view specifichighlights 358 via input 356 to the highlight UI/API 308. In someembodiments, particular sets or “reels” of highlights 358 (e.g.,highlights 358 from particular genres, games, broadcasters, players,etc.) may be provided to particular spectators via the highlight UI/API308 and highlight interface 366 based on the spectators' specified orotherwise determined highlight viewing preferences. FIGS. 7, 8, and 10provide non-limiting examples of spectator highlight UIs that may beused in spectating systems 300, according to some embodiments.

FIG. 4A illustrates components and operations of a highlight service ina spectating system, according to at least some embodiments. In someembodiments, a highlight service 406 may include one or more computingdevices, for example one or more server devices, that implement one ormore components or modules of the highlight service 406 and that provideone or more APIs to the highlight service 406 functionality provided bythe highlight service 406. Highlight service 406 may also include oraccess other devices including but not limited to storage devices orsystems (shown as store 479) for storing highlights and highlight reels486, and that may also be used to store other data and information usedby the highlight service 406 such as highlight information 484 includingbut not limited to spectator highlight preferences, various interactionanalysis data 482 used in analyzing broadcasts and participantinteractions to detect and extract highlights, and highlight analysisdata such as highlight attributes and event statistics that may be usedto auto-generate highlights from input videos 418 and/or game metadata419. In some embodiments, highlight service 406 may be implemented as anetwork-based service that is accessible by one or more entitiesincluding but not limited to a spectating system as illustrated in FIGS.1 through 3. In some embodiments, highlight service 406 may instead beimplemented as a component, module, or subsystem of a spectating systemas illustrated in FIGS. 1 through 3.

In some embodiments, the highlight service 406 may include, but is notlimited to, a highlight generation 470 component that determineshighlights from broadcasts 412, and a highlight presentation 480component that may create highlight reels from the determined highlightsand present the highlight reels as highlights 458 to spectators at leastin part according to spectator highlight input 456. A highlight reel mayinclude two or more highlight segments selected from one or morebroadcasts. In some embodiments, highlight reels may be streamed tospectator devices via spectator highlight UI/API 408 in a continuousloop. Highlight reels may be presented to the spectators via highlightinterfaces on respective spectator devices for selection and viewing.FIGS. 7, 8, and 10 provide non-limiting examples of highlight interfacesthat may be used in embodiments.

In some embodiments, highlight generation 470 component may include agame highlight event processing 472 module that processes game highlightevents 434 to determine game-specified highlights from broadcasts 412, aparticipant highlight tag processing 474 component that processeshighlight tags 416 to determine participant-specified highlights frombroadcasts 412, and a participant interaction processing 476 componentthat processes participant interactions 414 to determine highlights frombroadcasts 412 based on participants' inputs and interactions (audio,video, text, speech, etc.) during the broadcasts 412. In someembodiments, highlight generation 470 component may include one or moreauto-generation analysis modules 478 that may process input videos 418and/or game metadata 419 using one or more techniques to discoverhighlights in the videos. Auto-generation analysis modules 478 may, forexample, include a machine learning analysis module or service thatanalyzes video content to determine highlights, and/or a statisticallyimprobable analysis module or service that analyzes input game data todetermine highlights.

In some embodiments, in addition to determining highlights that showinteresting or notable events from broadcasts 412, highlight generation470 component may process inputs to generate information thatanticipates or predicts potential upcoming highlight events in gamesessions or broadcasts. For example, in a sports game, audio, textual,or other input may be analyzed to generate predictions of upcoming bigplays, or in a MOBA or MMOG audio, textual, or other input may beanalyzed to generate predictions of upcoming fights or battles. Thisinformation predicting highlight events in broadcasts may be presentedto the spectators so that the spectators can view the predictedhighlight events in real-time, if desired.

In some embodiments, the highlight generation 470 component of thehighlight service 406, or alternatively one or more of the modules inhighlight generation 470 service, may include a highlight windowdetermination component or module that may determine temporal windows(e.g. start and end points) for highlight events detected by themodule(s) in highlight generation 470 component to generate highlightsegments for output to highlight presentation 480. The windows providecontext for detected highlight events, for example the beginning and endof outstanding plays. In some embodiments, data input to the highlightgeneration 470 component may include information that may be used todynamically identify the beginning and/or end of highlight windowsaround detected highlight events. Instead or in addition, highlightwindow lengths around detected highlight events may be set by inputwindow parameters to or settings for the highlight generation 470component. In some embodiments, the input parameters may include viewerpreferences. For example, one viewer may prefer to see more contextaround highlights than another viewer.

In some embodiments, the highlight service 406 may include or provide agame highlight API 407 via which game systems or other entities mayprovide game highlight events 434 to the highlight service 406. The gamehighlight events 434 may indicate game-specific highlights as definedand detected by respective game systems.

In some embodiments, the highlight service 406 may include or provide aspectator highlight UI/API 408 that presents a highlight interface tospectators via spectator clients on respective spectator devices. Thespectators may interact with the highlight service 406 via inputs 456 tothe spectator highlight UI/API 408, for example to select and viewspecific highlights 458, to define or modify filters for highlights 458,to set up or modify spectator highlight viewing preferences, and so on.In some embodiments, particular sets or “reels” of highlights 458 (e.g.,highlights from particular genres, games, broadcasters, players, etc.)may be provided to particular spectators via the highlight UI/API 408based on the spectators' specified or otherwise determined highlightviewing settings and preferences.

FIGS. 4B through 4F and FIG. 5 further illustrate components, modules,and operations of an example highlight service 406 as shown in FIG. 4A.

FIG. 4B illustrates game highlight event processing to determinehighlights in a game spectating system, according to at least someembodiments. In some embodiments, highlight data that may be receivedand processed by a highlight service 406 to determine highlights 458from broadcasts 412 may include game highlight events 434 generated bygame systems 420. The game highlight events 434 for a given game system420 may indicate game-specific, in-game highlights as defined anddetected by the respective game system 420. In some embodiments, ahighlight service 406 may include a game highlight event processing 472module that processes game highlight events 434 to determinegame-specified highlights 458A from broadcasts 412.

In some embodiments, the highlight service 406 may include or provide agame highlight API 407 via which game systems 420 can provide gamehighlight events 434 to the highlight service 406 in a common format.Each game highlight event 434 may indicate a game-defined interesting ornotable event (highlight) in game play on a respective game system 420.FIG. 4B illustrates a non-limiting example format for game highlightevents 434, according to some embodiments. In this example, each gamehighlight event 434 may be a record that may include one or more of, butis not limited to:

-   -   A timestamp (date/time) that indicates “real world time” for the        game highlight event.    -   A game ID that may be used to identify the game system 420 that        generated the event 434.    -   A game session ID that may be used to identify a particular game        session executed by the game system 420.    -   A game session timestamp (date/time) that indicates time within        the game universe/on the game session timeline (“game time”) for        the game highlight event.    -   An event type for the game highlight event. An event type may be        common across all game systems 420 or across some game systems        420 (e.g., all games within a genre), or may be specific        to/defined by a particular game system 420.    -   A duration for the event. The duration may be indicated in real        time, in game time, or in both.    -   A location within the game universe or game world for the event.    -   Other event information. For example, information identifying        players or teams of players that are involved in the event,        broadcasters that are involved in the event, a summary        description of the event, a rating for the event (e.g., event        significance on a scale from 1 to 10), or in general any        information that may be relevant to an in-game event.

The game highlight event processing 472 module may receive and processthe game highlight events 434 to determine game-specified highlights458A from broadcasts 412. In some embodiments, the game highlight eventprocessing 472 module may map at least some of the game highlight events434 to particular broadcasts 412. In some embodiments, for example, eachbroadcast 412 may include metadata indicating a particular game system420, game session, and broadcaster/player for the broadcast 412, and thegame highlight event processing 472 module may map at least some of thegame highlight events 434 to particular broadcasts 412 according to thegame ID, game session ID, and other event information fields of the gamehighlight event 434 records. Once a game highlight event 434 is mappedto a broadcast 412, the timestamp/duration information within the event434 record may be used to identify and extract a highlight segment fromthe broadcast 412 as a game-specified highlight 458A. The game-specifiedhighlight 458A may be tagged with metadata describing the highlightevent, for example with at least some of the data from the respectivegame highlight event 434 record.

In some embodiments, in addition to indicating highlights in games, gamehighlight events 434 may be provided that anticipate or predictpotential upcoming events in online game sessions. For example, in asports game, a game highlight event 434 may be provided prior to animportant offensive play, or in a MOBA or MMOG a game highlight event434 may be provided that indicates an upcoming fight or battle. Thisinformation predicting highlight events in games may be presented to thespectators so that the spectators can view broadcasts of the predictedhighlight events in real-time, if desired.

FIG. 4C illustrates participant highlight tag processing to determinehighlights in a game spectating system, according to at least someembodiments. In some embodiments, highlight data that may be receivedand processed by a highlight service 406 to determine highlights 458from broadcasts 412 may include highlight tags 416 generated bybroadcasters and/or spectators via respective spectating system clientson their respective devices 440 and 460. The highlight tags 416 for agiven broadcast 412 may indicate interesting or notable events in thebroadcast 412 according to the broadcaster and/or spectators of thebroadcast 412. In some embodiments, a highlight service 406 may includea participant highlight tag processing 474 module that processeshighlight tags 416 to determine participant-specified highlights 458Bfrom broadcasts 412.

In some embodiments, the highlight service 406 may include or provideUI/APIs 403 and 404 via which broadcasters and/or spectators can providehighlight tags 416 to the highlight service 406 in a common format. Eachhighlight tag 416 may indicate a participant-defined interesting ornotable event (highlight) in a respective broadcast 412. FIG. 4Cillustrates a non-limiting example format for highlight tags 416,according to some embodiments. In this example, each highlight tag 416may be a record that may include one or more of, but is not limited to:

-   -   A timestamp (date/time) for the highlight tag.    -   A broadcast ID that may be used to identify the broadcast 412        for which this tag 416 event was generated.    -   A participant ID that may be used to identify a particular        broadcaster and/or spectator that generated this tag 416 event.    -   An event type for the tag 416. As an example, in some        embodiments tag event types may include “start” tags and “stop”        tags that indicate the start of an interesting or notable event        and the end of the respective event; thus, two tags (a start and        stop tag) would define an event in the respective broadcast 412        as indicated by the respective participant.

In some embodiments, event tags 416 may include other information abouta participant-specified event. For example, in some embodiments, eventtags 416 may indicate a duration for the respective event. In someembodiments, event tags 416 may indicate a location within the gameuniverse or game world for the event. In some embodiments, event tags416 may include one or more of information identifying players or teamsof players that are involved in the event, information identifyingbroadcasters that are involved in the event, a summary description ofthe event, or a rating for the event (e.g., event significance on ascale from 1 to 10).

In some embodiments, spectators and/or broadcasters may vote on eventsin broadcast 412 streams or game sessions via respective spectatingsystem clients to determine if the event is to be a highlight 458B. Forexample, spectators and/or broadcasters may be prompted to respond withan up or down vote for event(s) in broadcast 412 streams or gamesessions, and the event tags 416 may include voting information (e.g.up/down vote information) for the events in broadcast 412 streams orgame sessions.

The participant highlight tag processing 474 module may receive andprocess the highlight tags 416 to determine participant-specifiedhighlights 458B from broadcasts 412. In some embodiments, theparticipant highlight tag processing 474 module may map at least some ofthe highlight tags 416 to particular broadcasts 412 according to thebroadcast ID. Once the highlight tags 416 are mapped to broadcasts 412,the highlight tags 416 may be used to identify and extract highlightsegments from the broadcasts 412 as participant-specified highlights458B. The participant-specified highlights 458B may be tagged withmetadata describing the respective highlight events.

In some embodiments, to identify and extract highlights 458B in abroadcast 412 from the highlight tags 416 for the broadcast 412, theparticipant highlight tag processing 474 module may analyze thehighlight tags 416 according to information in the tags 416 to determinehow many and/or which participants tagged a given event in a broadcast412 or game session as a highlight event. For example, in someembodiments, the participant highlight tag processing 474 module maydetermine that a tagged event is to be extracted as a highlights 458B ifat least a threshold number or percentage of spectators tagged the eventas and/or voted for the event as a highlight. As another example, abroadcaster's tag 416 may automatically make a respective event ahighlight 458B, or alternatively a broadcaster's tagged event may be putup for vote by the spectators to determine if the event is to beconsidered a highlight 458B. In some embodiments, participant's opinionson events as expressed through the tags 416 may be weighted; forexample, a given spectator may be a highly-rated spectator or designatedcommentator, and the spectator's tags 416 may automatically make arespective event a highlight 458B, or the spectator's tags 416 may begiven more weight than those of other spectators when tagging or votingon events as potential highlights 458B.

In some embodiments, in addition to indicating highlights in broadcasts,highlight tags 416 may be provided that anticipate or predict potentialupcoming events in broadcasts. For example, in a sports game, spectatorsand/or broadcasters may generate highlight tags 416 in anticipation ofan important offensive play, or in a MOBA or MMOG a game highlight tags416 may be generated that indicate a potential upcoming fight or battle.This information predicting highlight events in broadcasts may bepresented to the spectators so that the spectators can view broadcastsof the predicted highlight events in real-time, if desired.

FIG. 4D illustrates participant interaction processing to determinehighlights in a game spectating system, according to at least someembodiments. In some embodiments, the highlight data that may bereceived and processed by a highlight service 406 to determinehighlights 458 from broadcasts 412 may include participant (broadcasterand/or spectator) audio and/or textual input and interactions with thespectating system 400 (e.g., broadcaster commentary, in-game voice ortext chat, broadcast text chat, spectator vocal comments, crowd noise,etc.). In some embodiments, the highlight data may instead or inaddition include video of participants (broadcasters and/or spectators)during broadcasts 412. In some embodiments, a highlight service 406 mayinclude a participant interaction processing 476 component thatprocesses participant interactions 414 to determine highlights frombroadcasts 412 based on participants' various inputs and interactions(e.g., audio, video, text, speech, etc.) during the broadcasts 412.

In some embodiments, participant interaction processing 476 componentmay include or have access to one or more analysis modules 492 thatanalyze and process participants' various inputs and interactions (e.g.,audio, video, text, speech, etc.) to detect events 494 in broadcasts 412based on the inputs and interactions related to the broadcasts 412. Insome embodiments, analysis modules 492 may include, but are not limitedto, a video analysis 492A module, an audio analysis 492B module, a textanalysis 492C module, and a content analysis 492D module.

In at least some embodiments, generally, an analysis module 492 mayperform analysis on its input signal(s) and/or other input data todetermine one or more metrics from the inputs, and then may match thedetermined metrics to known patterns. The patterns may then be mapped toparticular types of events that may be output as detected events 494. Insome embodiments, in addition to detecting events 494 that indicatehighlights of interesting or notable events from broadcasts 412, ananalysis module 492 may detect events 494 that anticipate or predictpotential upcoming events in game sessions or broadcasts. For example,in a sports game, events 494 may be detected that anticipate upcomingbig plays, or in a MOBA or MMOG events 494 may be detected thatanticipate upcoming fights or battles.

In some embodiments, participant interaction processing 476 componentmay also include or have access to one or more sources of interactionanalysis data 499 that may be used in analyzing the participants'interactions to detect events 494. The interaction analysis data 499 mayinclude data that is specific to games and game systems (e.g., mappingsof particular audio, text, and/or speech to specific events in games),and may also include data that is specific to particular participants orgroups of participants (e.g., audio or speech patterns, facial metrics,etc.).

In some embodiments, participant interaction processing 476 componentmay also include a detected event processing 496 module that processesthe events 494 detected by the analysis modules 492 to determine andextract highlights 458C from the broadcasts 412. In some embodiments,the analysis modules 492 may provide detected events 494 to the detectedevent processing 496 module in a common format, for example according toan API for the module 496. The detected events 494 may indicatepotentially interesting or notable events in the broadcasts 412 asdetermined from analysis of the participants' various interactions 414.FIG. 4D illustrates a non-limiting example format for detected events494, according to some embodiments. In this example, each detected event494 may be a record that may include one or more of, but is not limitedto:

-   -   At least one timestamp (date/time) for the detected event 494.        The timestamp(s) may include real-time timestamps and/or “game        time” timestamps.    -   A broadcast ID that may be used to identify the broadcast 412        for which this event 494 was detected.    -   A participant ID that may be used to identify a particular        broadcaster and/or spectator related to this detected event 494.    -   An event type for the detected event 494. An event type may an        in-game event type; a game event may be common or generic across        all game systems 420 or across some game systems 420 (e.g., all        games within a genre), or may be specific to/defined by a        particular game system 420.

In some embodiments, detected event 494 records may include otherinformation about an event. For example, in some embodiments, detectedevent 494 records may indicate a duration for the respective event. Insome embodiments, detected event 494 records may indicate a locationwithin the game universe or game world for the event. In someembodiments, detected event 494 records may include one or more ofinformation identifying players or teams of players that are involved inthe event, information identifying broadcasters and/or spectators thatare involved in the event, a summary description of the event, or arating for the event (e.g., event significance on a scale from 1 to 10).In some embodiments, a detected event 494 record may include aconfidence level for the event that may indicate how confident therespective analysis module 492 is that the analyzed input datacorrelates to the indicated event 494.

In some embodiments, participant interaction processing 476 componentmay include or have access to a video analysis 492A module. In someembodiments, participant interactions 414 may include video ofparticipants (broadcasters and/or spectators) captured during abroadcast 412, for example by video cameras attached to or integratedwith the participants' respective devices 440 or 460. The participantvideo may be analyzed, for example using facial recognition techniquesand techniques that detect emotions via analysis of facial expressions,to determine metrics that may be used in identifying events inrespective broadcasts 412. For example, a broadcaster's facialexpressions may captured by a live video feed included in a broadcast412, and the video may be analyzed to detect emotions of the broadcasterduring game play. Various emotions such as surprise, fear, happiness,intense concentration, and so on may be detected that may be correlatedto in-game events (victories, defeats, startling in-game events, etc.)or to broadcast events (e.g., the broadcaster spilled a drink on hiskeyboard, fell out of his chair, etc.). As another example, someembodiments may obtain images of participants' eyes (broadcasters,players, commentators and/or spectators) captured during game play orbroadcast, for example images captured by cameras attached to orintegrated with wearable computing devices such as smart glasses,goggles, optical head-mounted displays, virtual reality (VR) headsets,and the like. The images may be analyzed, for example using techniquesthat detect emotions or other states via tracking and analysis of eyemovements, blinking, dilation, and so on. The analysis may be used aloneor in combination with analysis of other inputs such as audio inputs todetermine states of participants that may be used in detectinghighlights in broadcasts or games as described herein.

In some embodiments, participant interaction processing 476 componentmay include or have access to an audio analysis 492B module. Onlinegames and game spectating systems may support audio input/output andcommunications for game players and for game spectators. For example, aplayer in an online game may communicate game play commands,suggestions, comments, strategy, chat, or other information to otherplayers on their team within the game via audio input to a respectivecomputing device. As another example, a broadcaster may provide vocalcommentary to spectators via an audio channel of a game spectatingsystem. As another example, spectators in a game spectating system mayprovide cheers, comment, chat, or other audio input for broadcasts viaaudio input channels to the game spectating system. Aggregatedparticipants' (player and/or spectator) audio signals may be used toprovide background chatter or “crowd noise” for an online game orbroadcast. The participants' audio input signals may be captured byaudiovisual (A/V) input components on the participants' respectiveclient devices, digitized, and transmitted over a network to the onlinegame or spectating system. At the online game or spectating system, theparticipants' audio signals may be aggregated, processed, andtransmitted to the players' and/or spectators' respective devices foroutput as game or broadcast audio.

Audio analysis 492B module may process and analyze the various audioinputs from players, broadcasters, and/or spectators to detect events494. In some embodiments, the audio analysis 492B module may performsignal analysis, for example time- and frequency-domain analysis, on theaudio signals to determine one or more audio signal metrics from theaudio signals. The metrics may, for example, include one or more ofamplitude, pitch, duration, and frequency metrics, and in general anyrelevant metric that can be extracted from an audio or voice signal. Theaudio signal metrics may be analyzed, for example by comparing themetrics to known or learned audio patterns for individual participantsor groups of participants, to determine information about theparticipants and/or the game session.

In some embodiments, the audio signals may be individually analyzed todetermine metrics for each audio input, and the metrics may then benormalized, aggregated, and analyzed to determine information aboutgroups of participants (players and/or spectators). In some embodiments,instead of or in addition to separately analyzing the audio signals andthen aggregating the metrics for further analysis, the audio signals maybe aggregated or combined and analyzed collectively to generate metricsfor and information about groups of participants.

In some embodiments, metadata obtained for or with the audio inputsignals may be used when analyzing the audio input signals to determineinformation about the spectators and/or players. For example, themetadata may indicate affiliations or team preferences for spectators ofa sports game based on the spectators' profile information. Thespectator audio signals for a game may be segmented into two or moregroups according to the metadata, for example into groups of fans of twoopposing teams in a sports game such as football according to thespectators' indicated team affiliations, and analyzed separatelyaccording to the groups to determine group-specific information aboutthe current game session or broadcast. For example, the group-specificinformation may indicate which group of spectators are currentlycheering or booing, which group is the loudest and/or quietest, and soon. In some embodiments, player/broadcaster audio signals may also besegmented into groups (e.g., opposing teams) according to player profileinformation for player group analysis.

In some embodiments, the determined information may, for example,indicate an emotional state or states (e.g., excitement, stress, fear,shock, surprise, amusement, etc.) of individual participants (playersand/or spectators) based on the analysis of the individual participants'vocalizations or other sounds in the respective audio signals. In someembodiments, the determined information may instead or also indicate astate or states for a group or crowd (e.g., excitement, stress,approval, disapproval, etc.) based on an analysis of the combined audiosignal metrics for two or more participants (players and/or spectators).In some embodiments, the information may also indicate a level for adetermined state, for example an indication of how excited a crowd ofspectators appears to be based on an analysis of aggregated spectatoraudio input.

In some embodiments, the information determined from the analysis of theparticipant audio input may be used to detect particular events 494 inan online game session or broadcast. For example, in some embodiments,at least some of the audio patterns to which the audio signal metricsare matched may be mapped to particular types of events in a respectiveonline game. For example, in a sports game, particular crowd (spectator)and/or player audio patterns may be mapped to big plays, such as scoringplays or great defensive plays. In some embodiments, the information mayanticipate or predict a potential upcoming event in an online gamesession or broadcast. For example, in a sports game, particular crowd(spectator) and/or player audio patterns may be mapped to what typicallyhappens prior to a particular big event, such as crowd silence orchanting before an important offensive play in a football game, or verylow crowd noise before a big defensive play in a football game. In someembodiments, the information may also indicate locations and timeswithin the game universe for particular events to which the analyzedaudio signals are mapped. For example, analysis of aggregated spectatoror player audio signals and correlated metadata may indicate aparticular location or area in the online game universe, and aparticular time within the game timeline.

In some embodiments, audio analysis 492B module may identify and extractwords, phrases, or other content from the input audio associated with abroadcast 412. In some embodiments, audio analysis 492B module mayanalyze the content to detect events 494. For example, the audioanalysis 492B module may try to match keywords or phrases that itidentifies in the audio stream(s) of a broadcast 412 to keywords orphrases associated with events in game play in general, to keywords orphrases associated with particular events in the genre or game that thebroadcaster is participating in as a player, and/or to keywords orphrases associated with particular participants (e.g., broadcasters). Insome embodiments, audio analysis 492B module may provide the extractedcontent to another analysis module 492, for example a content analysis492D module, which performs analysis of the extracted content to detectevents 494 for the broadcast 412.

In some embodiments, participant interaction processing 476 componentmay include or have access to a text analysis 492C module. Instead of orin addition to audio input, online games and game spectating systems maysupport text input/output and communications for game players and forgame spectators. For example, players in online games may communicategame play commands, suggestions, comments, strategy, or otherinformation to other players on their team within the game via textinput to an in-game chat window. As another example, broadcasters andspectators may participate in chat windows associated with particularbroadcasts in a game spectating system. In some embodiments, textanalysis 492C module may parse the text from one or more sources in abroadcast 412 (e.g., an in-game chat window and a broadcast chat window)to identify and extract words, phrases, or other content from the inputtext. In some embodiments, text analysis 492C module may analyze theextracted text content to detect events 494. For example, the textanalysis 492C module may try to match keywords or phrases that itidentifies from the content of chat windows associated with a broadcast412 to keywords or phrases associated with events in game play ingeneral, to keywords or phrases associated with particular events in thegenre or game that the broadcaster is participating in as a player,and/or to keywords or phrases associated with particular participants(e.g., broadcasters). In some embodiments, text analysis 492C module mayprovide the extracted content to another analysis module 492, forexample a content analysis 492D module, which performs analysis of theextracted content to detect events 494.

In some embodiments, participant interaction processing 476 componentmay include or have access to a content analysis 492D module. Contentanalysis module 492D may receive content (e.g., words and/or phrases)extracted from audio/voice and/or text chat inputs to the broadcasts412, and may analyze the received content to detect events 494. Forexample, the content analysis 492D module may try to match keywords orphrases from the extracted content to keywords or phrases associatedwith events in game play in general, to keywords or phrases associatedwith particular events in the genre or game that the broadcaster isparticipating in as a player, and/or to keywords or phrases associatedwith particular participants (e.g., broadcasters). In some embodiments,content analysis 492D module may access one or more interaction analysisdata 499 sources to search data sets of keywords or phrases associatedwith particular genres, games, broadcasters, and so on; the data setsmay map the keys to particular events or types of events of interestthat may be considered as broadcast highlights.

FIG. 4E illustrates machine learning analysis of video content todetermine highlights in a game spectating system, according to at leastsome embodiments. A machine learning analysis engine 4710 of a machinelearning analysis service 4700 may perform video analysis 4712 on inputvideos 4762 using a corpus of training data 4750 to determine highlightevents 4714 in and extract highlights 4718 from the videos 4762 bymatching attributes 4732 extracted from known or previously identifiedhighlights 4722 and/or 4724 to attributes extracted from the videos4762. Machine learning analysis data 4750 may be trained on and storehighlight attributes 4732 that are generic across multiple games and/orgame genres, and/or highlight attributes that are specific to particularhighlight events in particular games or game genres.

In some embodiments, the machine learning analysis engine 4710 mayinclude a highlight window determination 4716 module that may determinewindows (e.g. start and end points) for highlight events 4714 togenerate highlights 4718 for output as extracted highlights 458D. Thewindows provide context for detected highlight events 4714, for examplethe beginning and end of outstanding plays. The highlight attributes4732 may include one or more attributes that may be used to dynamicallyidentify the beginning and/or end of highlight windows around detectedhighlight events 4714. Instead or in addition, highlight window sizesaround detected highlight events 4714 may be set by input parameters toor settings for the engine 4710. In some embodiments, the inputparameters may include viewer preferences. For example, one viewer mayprefer to see more context around highlights than another viewer.

In some embodiments, at least some of the highlights 4718 may beprovided as feedback 4722 to a training module 4730 to potentially beincorporated as highlight attributes 4732 data in a machine learninganalysis data 4750 store. Machine learning analysis data 4750 may betrained on initial highlight data, and may store additional highlightattributes 4732 extracted by training module 4730 from input highlights4724 (e.g., highlights determined by one or more of the other componentsof highlight generation 470 component as shown in FIG. 4A), and/orhighlight attributes 4732 determined from highlight feedback 4722 frommachine learning analysis engine 4710. Training inputs 4726 may include,but are not limited to, inputs from humans specifying, voting on, and/orranking highlight segments being processed by training module 4730 forinclusion as additional highlight attributes 4732 in the machinelearning analysis data 4750. Thus, machine learning analysis service4700 may be tuned and may learn and incorporate improved highlightattributes to improve at identifying and classifying highlights based onvideo analysis of game video over time.

FIG. 4F illustrates statistically improbable analysis of game data todetermine highlights in a game spectating system, according to at leastsome embodiments. A statistically improbable event analysis engine 4810of a statistically improbable event analysis service 4800 may performstatistical analysis 4812 on input game metadata 4864 using gamestatistics 4852 from a corpus of game statistics data 4850 to determinehighlight events 4814 in and extract highlights 4818 from videos 4862.The game metadata 4864 may include, but is not limited to, indicationsof game events, player performance metrics and statistics, and othergame-related information as defined and detected by respective gamesystems, or as obtained from other sources, for games corresponding toinput videos 4862. The game statistics data 4850 may, for example,include statistics 4852A determined by a training module 4830 from gamedata (e.g., event data, player performance metrics, etc.) for previouslyplayed games obtained from one or more sources 4824. For example, thestatistical analysis 4812 may analyze the game metadata 4864 for aparticular game using a corpus of game statistics 2852 data for multiplepreviously played sessions of the game to determine events in the newgame that are statistically improbable based on the collected data fromthe previous games. Machine learning analysis data 4750 may be trainedon and store game statistics 4852 that are generic across multiple gamesand/or game genres, and/or game statistics 4852 that are specific toparticular games or game genres.

In some embodiments, the statistically improbable event analysis engine4710 may include a highlight window determination 4716 module that maydetermine windows (e.g. start and end points) for highlight events 4814to generate highlights 4818 for output as extracted highlights 458E. Thewindows provide context for detected highlight events 4814, for examplethe beginning and end of outstanding plays. In some embodiments, gamemetadata 4864 may include information that may be used to dynamicallyidentify the beginning and/or end of highlight windows around detectedhighlight events 4814. Instead or in addition, highlight window sizesaround detected highlight events 4814 may be set by input parameters toor settings for the engine 4810. In some embodiments, the inputparameters may include viewer preferences. For example, one viewer mayprefer to see more context around highlights than another viewer.

In some embodiments, at least some event data 4818 generated by theengine 4810 may be provided as feedback 4822 to a training module 4830to be used in determining or refining game statistics 4852 for gamestatistics data 4750 store. Game statistics data 4850 may be trained oninitial gam data, and may store additional game statistics 4852extracted by training module 4830 from game data received from one ormore sources 4824, and/or additional game statistics 4852 determinedaccording to feedback 4822 from engine 4810. Training inputs 4826 mayinclude, but are not limited to, inputs from humans specifying, votingon, and/or ranking highlight segments being processed by training module4830 to determine or refine game statistics 4852. Thus, statisticallyimprobable event analysis service 4800 may be tuned and may learn andincorporate improved game statistical data to improve at identifying andclassifying highlights based on game statistics over time.

FIG. 5 illustrates a highlight presentation component for a highlightservice, according to at least some embodiments. In some embodiments, ahighlight service as illustrated in FIG. 4A may include a highlightpresentation 580 component that may create highlight reels 510 fromhighlight segments 500 generated by a highlight generation 570component, and present the highlight reels 510 to spectators viaspectating clients 562. In some embodiments, a general highlight reelprocessing 582 module of the highlight presentation 580 component maycreate general highlight reels 510A (e.g., highlight reels forparticular genres, games, broadcasters, players, etc.) from highlightsegments that may be presented to spectators in general, and a targetedhighlight reel processing 584 module may also create highlight reels510B that are targeted at specific spectators or groups of spectators.Highlight reel 510 creation and presentation may be performed at leastin part according to spectator highlight input 556 received from thespectating clients 562 via spectator highlight UI/API 508. Spectatorpreferences, viewing history, demographics, and other factors may alsobe leveraged in generating targeted highlight reels 510B. In someembodiments, particular ones of the general highlight reels 510A (e.g.,highlight reels for particular genres, games, broadcasters, players,etc.) may be provided to particular spectators via the highlight UI/API508 based on the spectators' specified or otherwise determined highlightviewing settings and preferences, viewing history, demographics, orother factors. In some embodiments, targeted highlight reels 510B may begenerated for particular spectators based on the spectators' specifiedor otherwise determined highlight viewing settings and preferences,viewing history, demographics, or other factors.

In some embodiments, spectators may interact with the highlight servicevia inputs 556 to the spectator highlight UI/API 508, for example toselect and view specific general highlight reels 510A, to define ormodify filters for highlights 500 that may be used to generate targetedhighlight reels 510B, to set up or modify spectator highlight viewingpreferences that may be used to generate targeted highlight reels 510B,to select and view targeted highlight reels 510B, and so on.

In some embodiments, general highlight reel processing 582 module mayselect highlight segments 500 according to one or more highlightselection criteria 502 and compile the selected highlight segments 500to form general highlight reels 510A. For example, module 582 maycompile a highlight reel 510A that includes selected highlights from allbroadcasts across all genres and games during a time period (e.g., aday). As another example, module 582 may compile a highlight reel 510Athat includes selected highlights from all broadcasts within a genre(e.g., MOBA games, sports games, etc.) during a time period. As anotherexample, module 582 may compile a highlight reel 510A that includesselected highlights from all broadcasts of a particular game titleduring a time period. As another example, module 582 may compile ahighlight reel 510A that includes selected highlights from one or morebroadcasters during a time period. The general highlight reels 510A maybe stored 579 and/or streamed to one or more spectating clients 562 viaspectator highlight UI/API 508 for display on a highlight interface 566.FIGS. 7, 8, and 10 provide non-limiting examples of highlight interfaces566 that may be used in embodiments.

In some embodiments, targeted highlight reel processing 584 module mayselect highlight segments 500 according to spectator highlight input 556and one or more highlight selection criteria 502 and compile theselected highlight segments 500 to form targeted highlight reels 510B.For example, module 584 may compile a highlight reel 510B that includesselected highlights from one or more spectator-specified genres within aspectator-specified time period. As another example, module 582 maycompile a highlight reel 510A that includes selected highlights from twoor more spectator-specified game titles during a spectator-specifiedtime period. As another example, module 582 may compile a highlight reel510A that includes selected highlights from one or morespectator-specified broadcasters during a time period. In someembodiments, targeted highlight reels 510B may be generated forparticular spectators or groups of spectators based on other factors orinformation such as the spectators' preferences, viewing history,demographics, or other factors as indicated in spectator profilesmaintained by the spectating system. The targeted highlight reels 510Bmay be stored 579 and/or streamed to one or more spectating clients 562via spectator highlight UI/API 508 for display on a highlight interface566. FIGS. 7, 8, and 10 provide non-limiting examples of highlightinterfaces 566 that may be used in embodiments.

In some embodiments, the highlight presentation 580 component may allowspectators to specify particular types or genres of highlight segments500 via inputs 556 to the spectator highlight UI/API 508. In someembodiments, the highlight presentation 580 component may allow aspectator to specify that they want to view highlight segments 500similar to one or more highlight segments 500 that they have recentlyviewed. In some embodiments, one or more techniques may be used todynamically identify similar highlight segments 500. For example, insome embodiments, highlight attributes 4732 as shown in FIG. 6E may beobtained or determined for the highlight segments 500, and theattributes 4732 may be used in identifying highlight segments 500 thatare similar to a highlight segment 500 that a spectator has viewed orspecified. Other metrics may be used in identifying similar highlightsegments 500, including but not limited to highlight segment metricsdetermined from audio and/or text analysis of broadcast inputs asdescribed herein.

In some embodiments, meta-analysis may be performed on the highlightinformation to determine metadata for highlight segments 500 acrossgames or genres. As an example, analysis of highlight data for thousandsor millions of games or game sessions may be used to determine gamehighlight statistics that can be used to detect games or sessions thatappear to be particularly interesting, for example based on the number,density, type, quality, and/or ratings of highlight segments 500detected in the games or sessions. The interesting games or sessions maythen be highlighted for or presented to the spectators, for example viathe spectator highlight UI/API 508.

FIG. 6A is a more detailed flowchart of a method for determining andpresenting highlights in a game spectating environment, according to atleast some embodiments. As indicated at 600 of FIG. 6A, a spectatingsystem may stream broadcasts of game play received from broadcasterdevices to spectator devices. Each broadcast includes video showing gameplay of a respective broadcaster participating as a player in a gameexecuting on a game system. As indicated at 602 of FIG. 6A, a highlightservice may obtain highlight data indicating notable events in thebroadcasts and/or games being broadcast. FIGS. 4A through 4F illustrateexamples of highlight data and of methods for obtaining the highlightdata in a highlight service. As indicated at 604 of FIG. 6A, thehighlight service may determine highlight segments from the broadcastsaccording to the highlight data. FIGS. 4A through 4F illustrate examplemethods for determining highlight segments from broadcasts according tothe various highlight data. As indicated at 606 of FIG. 6A, thehighlight service may create highlight reels including highlightsegments selected according to one or more criteria. FIG. 5 illustratesand example methods for generating highlight reels from determinedhighlight segments. As indicated at 608 of FIG. 6A, the highlightservice may present and provide access to at least some of the highlightreels for viewing on spectator devices via a highlight user interface.FIGS. 5, 7, 8, and 10 provide non-limiting examples of methods forpresenting highlights and highlight reels to spectators via highlightuser interfaces.

FIG. 6A shows a method for determining and presenting highlights frombroadcasts in a game spectating environment. However, in someembodiments, highlights may be determined from games that are notnecessarily broadcast, and the highlights may be presented to viewersvia the game spectating system. FIG. 6B is a method for determining andpresenting highlights from games that are not necessarily broadcast,according to at least some embodiments. As indicated at 620 of FIG. 6B,a highlight service may obtain highlight data indicating notable eventsin games and/or games being broadcast. FIGS. 4A through 4F illustrateexamples of highlight data and of methods for obtaining the highlightdata in a highlight service. As indicated at 622 of FIG. 6B, thehighlight service may determine highlight segments from the gamesaccording to the highlight data. FIGS. 4A through 4F illustrate examplemethods for determining highlight segments from games according to thevarious highlight data. As indicated at 624 of FIG. 6B, the highlightservice may create highlight reels including highlight segments from thegames selected according to one or more criteria. FIG. 5 illustrates andexample methods for generating highlight reels from determined highlightsegments. As indicated at 626 of FIG. 6B, the highlight service maypresent and provide access to at least some of the highlight reels forviewing, for example on spectator devices via a highlight userinterface. FIGS. 5, 7, 8, and 10 provide non-limiting examples ofmethods for presenting highlights and highlight reels to spectators viahighlight user interfaces.

FIG. 7 provides a non-limiting example of a spectating user interfacefor a game spectating system that includes highlight user interfaceelements, according to some embodiments. A spectating UI 802 may, forexample be presented as a Web page of a game spectating website via aWeb browser, as an interface to a game spectating Web application ormobile application, or as an interface to other network-basedapplications. A spectating UI 802 may include one or more panes orregions including one or more of, but not limited to, controls 810,current broadcast pane 830, highlight pane 840, games 850, channels 860,and video on demand 870. Controls 810 may include one or more UIelements for navigating or otherwise interacting with the gamespectating service. Games 850 may display UI elements 852 correspondingto one or more online games 852 supported by or currently availablethrough the game spectating system. This example shows a racing 852Agame, a football 852B game, and a space explorer 852C game. Channels 860may display UI elements 862 corresponding to one or more currentlyactive (or upcoming) broadcasts or channels 862, for example channels862 corresponding to broadcasters for a currently selected game 852. Inthis example, the space explorer 852C game is selected, and channels 862shows three broadcasters A, B, and C for the currently selected game852C. Video on demand 870 may, for example, display UI elements 872corresponding to one or more videos 872, including but not limited topreviously recorded broadcasts and/or highlight reels that are availablefor viewing. In this example, video on demand 870 shows examplepre-recorded videos 872A-872C and a highlight reel 872D for thecurrently selected game 852C. While not shown, in some embodiments, aspectating UI 802 may include a recommendations pane that may display UIelements corresponding to one or more of recommended games 852, channels862 (broadcasters), and recorded videos 872 including but not limited tohighlight reels.

In some embodiments, content of recommendations, channels 860 and/orvideo on demand 870 may be determined at least in part according to acurrently selected game 852. For example, in some embodiments, aspectator may select a game 852C to view the currently active channels862 for the selected game 852, and to view recordings of broadcasts forthe selected game 852. While not shown, in some embodiments, the UI 802may allow the spectator to select particular broadcasters, and thecontent of recommendations, channels 860 and/or video on demand 870 maybe determined at least in part according to the currently selectedbroadcaster.

Current broadcast pane 830 may include a video player 832 that displaysthe video stream for a currently selected live broadcast or channel 862(in this example, channel 862A), or a currently selected video 872 beingplayed to the respective spectator device. The video stream may includegame play video, for example shown from the broadcaster/player'sviewpoint or perspective or from a bird's eye view, and a window showinga live view of the broadcaster/player, in this examplebroadcaster/player A. The video player 832 typically also plays an audiostream that may include one or more of the in-game audio, broadcasteraudio, and the audio commentary or “crowd noise” from the spectators. Insome embodiments, the audio may also include commentary or play-by-playcalls from a commentator. In some embodiments, current broadcast pane830 may also include a chat 836 pane in which broadcaster and/orspectator text chat may be displayed. In some embodiments, currentbroadcast pane 830 may also include a highlight input 834 pane includingone or more UI elements via which spectators can mark or tag highlightevents (e.g., highlight start and highlight end events) in the currentbroadcast and/or vote (e.g., up or down vote) on highlight events.

In some embodiments, spectating UI 802 may include a highlight pane 840via which a spectator may select and view highlights and highlightreels. Highlight pane 840 may include a current highlight 842 pane thatdisplays a current highlight, for example a highlight from a currentlyactive or selected highlight reel or a highlight from a currentbroadcast, and one or more UI elements via which a spectator can controlthe current highlight 842 display. Highlight pane 840 may include one ormore UI elements via which spectators may vote (e.g., with an up or downvote) on the current highlight 842. Highlight pane 840 may also includea highlight filter/preferences pane 844 that may include one or more UIelements via which a spectator may select highlights and/or specifytheir highlight viewing preferences, for example by selecting genres,games, types of highlights (e.g., types of plays), highlight segmentwindow length (e.g., short or long), and/or broadcasters/players ofinterest to the spectator.

FIG. 8 provides a non-limiting example of a highlight user interface fora game spectating system, according to some embodiments. A highlight UI902 may, for example be presented as a Web page of a game spectatingwebsite via a Web browser, as an interface to a game spectating Webapplication or mobile application, or as an interface to othernetwork-based applications. A highlight UI 902 may include one or morepanes or regions including one or more of, but not limited to, controls910 and a highlight pane 940 via which a spectator may select and viewhighlight reels. Controls 910 may include one or more UI elements fornavigating or otherwise interacting with the game spectating service.Highlight pane 940 may include a current highlight reel 942 pane thatdisplays highlights from a currently selected highlight reel 948.

Highlight pane 940 may also include a highlight info/controls 944 panethat may display information about a currently selected highlight reel948 (reel 948A, in this example) and/or a highlight from the reel 948.Highlight info/controls 944 pane may also include one or more UIelements via which a spectator can control the current highlight reel942 display, for example pause/resume, volume, and forward/backwardcontrols. Highlight info/controls 944 pane may also include one or moreUI elements via which a spectator may vote (e.g., with an up or downvote) on a current highlight 942.

Highlight pane 940 may also include a highlight filter/preferences pane944 that may include one or more UI elements via which a spectator mayspecify their highlight reel viewing preferences, for example byselecting genres, games, broadcasters/players, and/or time frames ofinterest to the spectator. In some embodiments, highlight pane 940 mayinclude an available highlight reels 946 pane that may display one ormore available highlight reels 948, for example reels 948 determinedaccording to the spectators' current preferences 944.

FIG. 9 provides a non-limiting example of a broadcaster user interfacefor a game spectating system, according to some embodiments. Abroadcaster's device 1000 may implement a game and broadcasting UI 1002,and may include an A/V device 1008 (e.g., a video camera) to collectbroadcaster/player 1020 audio and video input and speakers 1004 tooutput game audio (including spectator audio and/or crowd noise.).

In some embodiments, UI 1002 may include a game play window 1010 thatdisplays a current view of the game universe for the broadcaster/player1020. Note that the broadcaster's view of the game universe as shown inwindow 1010 may be included in the broadcast and shown to spectators,for example as shown in FIG. 10. UI 1002 may also include game controls1014 via which the broadcaster/player 1020 may interact with the gamesystem. In some embodiments, UI 1002 may include in-game chat 1014 viawhich the broadcaster/player 1020 may communicate to other players inthe game via text. UI 1002 may also include broadcast controls 1018 viawhich the broadcaster/player 1020 may interact with the spectatingsystem to control the broadcast. In some embodiments, UI 1002 mayinclude broadcast chat 1018 via which the broadcaster/player 1020 andspectators may communicate via text.

In some embodiments, a world map 1012 or portion of a map of the onlinegame world may be displayed on UI 1002, for example as a window withinor overlaying the game play window 1010. Broadcaster/player A's teamlocation is shown by the oval marked with an “A”. In some embodiments,players, teams, areas, regions, or locations corresponding to current orpotential highlight events that have been identified by one or more ofthe methods as described herein may be marked or highlighted orotherwise visually indicated on the map 1012. Broadcaster/player A andhis team may, in some cases, take action based upon the visualindications of highlights displayed on the map 1012.

FIG. 10 provides another non-limiting example of a spectating userinterface for a game spectating system, according to some embodiments. Aspectator's device 1100 may implement a spectating UI 1102, and mayinclude a microphone to collect spectator audio input and speakers tooutput game audio (including spectator audio and/or crowd noise,broadcaster audio commentary, etc.).

In some embodiments, UI 1102 may include a game spectating window 1110that displays a current view of the game universe from thebroadcaster/player's perspective. UI 1102 may also include spectatorcontrols 1116 via which the spectator 1160 may interact with thespectating system to control the broadcast, select other broadcasts, andso on. In some embodiments, UI 1102 may include broadcast chat 1118 viawhich the spectator 1160 may communicate with the broadcaster/player andother spectators via text.

In some embodiments, UI 1102 may include a window 1114 showing a liveview of the broadcaster/player, in this example broadcaster/player A.Window 1114 may be displayed, for example, as a window within oroverlaying the game spectating window 1110. In some embodiments, a worldmap 1112 or portion of a map of the online game world may be displayedon UI 1102, for example as a window within or overlaying the gamespectating window 1110. Broadcaster/player A's team location is shown bythe oval marked with an “A”.

In some embodiments, UI 1102 may include a highlight window 1122 thatshows highlights or highlight reels, in this example broadcaster/playerA. Highlight window 1122 may be displayed, for example, as a windowwithin or overlaying the game spectating window 1110. In someembodiments, UI 1102 may include a highlight interface 1120 via which aspectator 1160 may interact with a highlight service as described hereinto, for example, select highlights or highlight reels to be displayed,set up filters for highlights and highlight reels, vote on highlights,and so on.

In some embodiments, players, teams, areas, regions, or locationscorresponding to current or potential highlight events that have beenidentified by one or more of the methods as described herein may bemarked or highlighted or otherwise visually indicated on the world map1112. For example, the oval marked “H!” may indicate a location for apast, current, or upcoming highlight event. In some embodiments, thespectator 1160 may select an indicated highlight from the world map 1112to view the highlight in highlight window 1122. In this example,spectator 1160 is currently viewing a first group of players B, C and Dfrom the perspective of player A (the broadcaster) in spectating window1110, while watching a highlight involving players E, F, and G inhighlight window 1122.

Example Online Gaming Network Environments

FIG. 11 illustrates an example network-based game and game spectatingenvironment, according to at least some embodiments. Embodiments of gamesystems, game spectating systems, and other systems and services thatimplement the methods and apparatus for determining and presentinghighlights in game spectating environments as described herein inreference to FIGS. 1 through 10 may be implemented in the context of aservice provider that provides virtualized resources (e.g., virtualizedcomputing resources, virtualized storage resources, virtualized database(DB) resources, etc.) on a provider network 1990 to clients of theservice provider, for example as illustrated in FIG. 11. Virtualizedresource instances may be provisioned via one or more provider networkservices 1992, and may be rented or leased to the clients of the serviceprovider, for example to developer 1970 clients that develop and providegame systems 1900 or other systems or services via the provider network1990 and services 1992.

In at least some embodiments, one or more developers 1970 may access oneor more of services 1992 of the provider network 1990 via applicationprogramming interfaces (APIs) to the services 1992 to configure a gamesystem 1900 and/or game spectating service 1930 on the provider network1990. A game system 1900 or game spectating service 1930 may includemultiple virtualized resource instances (e.g., computing resources,storage resources, DB resources, etc.).

At least some of the resource instances on the provider network 1990(e.g., computing resources) may be implemented according to hardwarevirtualization technology that enables multiple operating systems to runconcurrently on a host computer, i.e. as virtual machines (VMs) on thehost. The provider network 1990, via the services 1992, may enable theprovisioning of logically isolated sections of the provider network 1990to particular clients as client private networks on the provider network1990. At least some of a client's resources instances on the providernetwork 1990 may be provisioned in the client's private network. Forexample, in FIG. 11, one or more game systems 1900 may be implemented asor in private networks of respective developers 1970 that areprovisioned on provider network 1990 via one or more of the services1992. As another example, a game spectating service 1930 may beprovisioned in private networks on provider network 1990 via one or moreof the services 1992.

The provider network 1990, via the services 1992, may provide flexibleprovisioning of resource instances to clients in which virtualizedresource instances can be automatically added to or removed from aconfiguration on the provider network 1990 in response to changes indemand or usage, thus enabling an implementation on the provider network1990 to automatically scale to handle computation and/or storage needs.For example, one or more additional computing and/or storage resourcesmay be automatically added to a game system 1900 and/or to gamespectating service 1930 in response to an increase in game playing,broadcasting, and/or game spectating from player/broadcaster devices1920 and/or spectator devices 1980. Conversely, if and when usage dropsbelow a threshold, resources can be removed from a game system 1900and/or game spectating service 1930.

Illustrative System

In at least some embodiments, a computing device that implements aportion or all of the methods and apparatus for determining andpresenting highlights in game spectating environments as describedherein may include a general-purpose computer system that includes or isconfigured to access one or more computer-accessible media, such ascomputer system 2000 illustrated in FIG. 12. In the illustratedembodiment, computer system 2000 includes one or more processors 2010coupled to a system memory 2020 via an input/output (I/O) interface2030. Computer system 2000 further includes a network interface 2040coupled to I/O interface 2030.

In various embodiments, computer system 2000 may be a uniprocessorsystem including one processor 2010, or a multiprocessor systemincluding several processors 2010 (e.g., two, four, eight, or anothersuitable number). Processors 2010 may be any suitable processors capableof executing instructions. For example, in various embodiments,processors 2010 may be general-purpose or embedded processorsimplementing any of a variety of instruction set architectures (ISAs),such as the x86, PowerPC, SPARC, or MIPS ISAs, or any other suitableISA. In multiprocessor systems, each of processors 2010 may commonly,but not necessarily, implement the same ISA.

System memory 2020 may be configured to store instructions and dataaccessible by processor(s) 2010. In various embodiments, system memory2020 may be implemented using any suitable memory technology, such asstatic random access memory (SRAM), synchronous dynamic RAM (SDRAM),nonvolatile/Flash-type memory, or any other type of memory. In theillustrated embodiment, program instructions and data implementing oneor more desired functions, such as those methods, techniques, and datadescribed above for determining and presenting highlights in gamespectating environments, are shown stored within system memory 2020 ascode 2025 and data 2026.

In one embodiment, I/O interface 2030 may be configured to coordinateI/O traffic between processor 2010, system memory 2020, and anyperipheral devices in the device 2000, including network interface 2040,input/output (I/O) devices, or other peripheral interfaces. In someembodiments, I/O interface 2030 may perform any necessary protocol,timing or other data transformations to convert data signals from onecomponent (e.g., system memory 2020) into a format suitable for use byanother component (e.g., processor 2010). In some embodiments, I/Ointerface 2030 may include support for devices attached through varioustypes of peripheral buses, such as a variant of the Peripheral ComponentInterconnect (PCI) bus standard or the Universal Serial Bus (USB)standard, for example. In some embodiments, I/O interface 2030 maysupport one or more input/output peripheral devices or components 2070of system 2000, such as cursor control, keyboard, display, video, and/oraudio I/O devices 2070 or components. In some embodiments, the functionof I/O interface 2030 may be split into two or more separate components,such as a north bridge and a south bridge, for example. Also, in someembodiments some or all of the functionality of I/O interface 2030, suchas an interface to system memory 2020, may be incorporated directly intoat least one processor 2010.

Network interface 2040 may be configured to allow data to be exchangedbetween computer system 2000 and other devices 2060 attached to anetwork or networks 2050, such as other computer systems or devices asillustrated in FIGS. 1 through 11, for example. In various embodiments,network interface 2040 may support communication via any suitable wiredor wireless general data networks, such as types of Ethernet network,for example. Additionally, network interface 2040 may supportcommunication via telecommunications/telephony networks such as analogvoice networks or digital fiber communications networks, via storagearea networks such as Fibre Channel SANs, or via any other suitable typeof network and/or protocol.

In some embodiments, system memory 2020 may be one embodiment of acomputer-accessible medium configured to store program instructions anddata as described above for FIGS. 1 through 11 for implementingembodiments of methods and apparatus for determining and presentinghighlights in game spectating environments. However, in otherembodiments, program instructions and/or data may be received, sent orstored upon different types of computer-accessible media. Generallyspeaking, a computer-accessible medium may include non-transitorystorage media or memory media such as magnetic or optical media, e.g.,disk or DVD/CD coupled to computer system 2000 via I/O interface 2030. Anon-transitory computer-accessible storage medium may also include anyvolatile or non-volatile media such as RAM (e.g. SDRAM, DDR SDRAM,RDRAM, SRAM, etc.), ROM, etc., that may be included in some embodimentsof computer system 2000 as system memory 2020 or another type of memory.Further, a computer-accessible medium may include transmission media orsignals such as electrical, electromagnetic, or digital signals,conveyed via a communication medium such as a network and/or a wirelesslink, such as may be implemented via network interface 2040.

CONCLUSION

Various embodiments may further include receiving, sending or storinginstructions and/or data implemented in accordance with the foregoingdescription upon a computer-accessible medium. Generally speaking, acomputer-accessible medium may include storage media or memory mediasuch as magnetic or optical media, e.g., disk or DVD/CD-ROM, volatile ornon-volatile media such as RAM (e.g. SDRAM, DDR, RDRAM, SRAM, etc.),ROM, etc., as well as transmission media or signals such as electrical,electromagnetic, or digital signals, conveyed via a communication mediumsuch as network and/or a wireless link.

The various methods as illustrated in the Figures and described hereinrepresent exemplary embodiments of methods. The methods may beimplemented in software, hardware, or a combination thereof. The orderof method may be changed, and various elements may be added, reordered,combined, omitted, modified, etc.

Various modifications and changes may be made as would be obvious to aperson skilled in the art having the benefit of this disclosure. It isintended to embrace all such modifications and changes and, accordingly,the above description to be regarded in an illustrative rather than arestrictive sense.

What is claimed is:
 1. A system, comprising: one or more computingdevices configured to implement a game spectating service configured tostream a plurality of broadcasts received from a plurality ofbroadcaster devices to a plurality of spectator devices, wherein eachbroadcast includes video showing game play of a respective broadcasterparticipating as a player in a game executing on one of a plurality ofgame systems; one or more computing devices configured to implement ahighlight service configured to: receive game event data from theplurality of game systems according to an application programminginterface (API) to the highlight service, wherein the game event datareceived from a given game system indicates one or more notable eventsin a game executing on the respective game system as determined from therespective game event data, and wherein the game event data includesparticipant highlight tags that indicate one or moreparticipant-specified notable events in the game; determine a pluralityof highlight segments from the plurality of broadcasts, wherein one ormore of the plurality of highlight segments are determined according tothe received game event data and the participant highlight tags, whereineach highlight segment includes a portion of a respective broadcastshowing a notable event from a respective game, and wherein the one ormore highlight segments are determined based at least in part on acorresponding participant highlight tag and satisfying a spectatorvoting threshold; and provide access to at least some of the pluralityof highlight segments for viewing by spectators via game spectatingclients executing on the plurality of spectator devices.
 2. The systemas recited in claim 1, wherein the game event data comprises a pluralityof game event records each including at least a game identifier and agame timestamp, and wherein, to determine the plurality of highlightsegments from the plurality of broadcasts, the highlight service isconfigured to correlate the game event records to highlight segments inrespective broadcasts according to the game identifiers and the gametimestamps in the game event records.
 3. The system as recited in claim1, wherein the highlight service is further configured to: receive audioinput from the broadcaster devices and the spectator devices; andanalyze the audio input to generate audio analysis data for theplurality of broadcasts, wherein the audio analysis data for a givenbroadcast indicates one or more notable events in the respectivebroadcast as determined from content of the audio input for therespective broadcast; wherein at least one of the plurality of highlightsegments is determined according to the audio analysis data.
 4. Thesystem as recited in claim 1, wherein the highlight service is furtherconfigured to: receive text chat input from the broadcaster devices andthe spectator devices; and analyze the text chat input to generate chatanalysis data for the plurality of broadcasts, wherein the chat analysisdata for a given broadcast indicates one or more notable events in therespective broadcast as determined from content of the text chat inputfor the respective broadcast; wherein at least one of the plurality ofhighlight segments is determined according to the chat analysis data. 5.The system as recited in claim 1, wherein the highlight service isfurther configured to: receive video input from the broadcaster devices,wherein the video input from a given broadcaster device shows arespective broadcaster when participating as a player in a respectivegame; and analyze the video input to generate video analysis data forthe plurality of broadcasts, wherein the video analysis data for a givenbroadcast indicates one or more notable events in the respectivebroadcast as determined from physical actions of the respectivebroadcaster as shown in the respective video input; wherein at least oneof the plurality of highlight segments is determined according to thevideo analysis data.
 6. The system as recited in claim 1, wherein thehighlight service is further configured to: receive participanthighlight input from participants in the respective broadcasts via userinterfaces on the participants' respective devices, wherein theparticipant highlight input for a given broadcast indicates one or morenotable events in the respective broadcast as specified by one or moreparticipants in the respective broadcast via the user interfaces on therespective devices; wherein the one or more participant highlight tagsare based at least in part on the participant highlight input.
 7. Amethod, comprising: performing, by a spectating system implemented onone or more computing devices: streaming a plurality of broadcastsreceived from a plurality of broadcaster devices to a plurality ofspectator devices, wherein each broadcast shows video of a respectivebroadcaster; obtaining highlight data indicating notable events in thebroadcasts, wherein the highlight data includes participant highlighttags that indicate participant-specified notable events in thebroadcasts; determining a plurality of highlight segments from theplurality of broadcasts according to the highlight data, wherein eachhighlight segment includes a portion of a respective broadcast showing anotable event from the broadcast determined according to respectivehighlight data and the respective participant highlight tags for thebroadcast and satisfying a spectator voting threshold; and providingaccess to at least some of the plurality of highlight segments forviewing on the plurality of spectator devices via a user interface (UI)to the spectating system.
 8. The method as recited in claim 7, whereinat least one broadcast shows game play of a respective broadcasterparticipating as a player in a game executing on one of a plurality ofgame systems.
 9. The method as recited in claim 8, wherein saidobtaining highlight data indicating notable events in the broadcastscomprises receiving game event data from at least one of the pluralityof game systems according to an application programming interface (API)to the spectating system, wherein the game event data received from agiven game system indicates one or more notable events in a gameexecuting on the respective game system.
 10. The method as recited inclaim 9, wherein the highlight data is received from the game systems asmetadata included with video in the broadcasts received from thebroadcaster devices.
 11. The method as recited in claim 9, wherein thegame event data comprises a plurality of game event records eachincluding at least a game identifier and a game timestamp, and whereinsaid determining the plurality of highlight segments from the pluralityof broadcasts comprises: correlating the game event records to thebroadcasts according to the game identifiers; and identifying thehighlight segments in the broadcasts according to the game timestamps inthe respective game event records.
 12. The method as recited in claim 7,further comprising: receiving audio input from the broadcaster devicesand the spectator devices; analyzing the audio input to generate audioanalysis data for the plurality of broadcasts, wherein the audioanalysis data for a given broadcast indicates one or more notable eventsin the respective broadcast as determined from content of the audioinput for the respective broadcast; and wherein said determining theplurality of highlight segments from the plurality of broadcastscomprises determining at least one of the plurality of highlightsegments according to the audio analysis data.
 13. The method as recitedin claim 7, further comprising: receiving text chat input from thebroadcaster devices and the spectator devices; analyzing the text chatinput to generate chat analysis data for the plurality of broadcasts,wherein the chat analysis data for a given broadcast indicates one ormore notable events in the respective broadcast as determined fromcontent of the text chat input for the respective broadcast; whereinsaid determining the plurality of highlight segments from the pluralityof broadcasts comprises determining at least one of the plurality ofhighlight segments according to the chat analysis data.
 14. The methodas recited in claim 7, further comprising: receiving video inputs fromone or more client devices, wherein the video input from a given clientdevice shows a respective broadcaster or spectator when participating inthe broadcast; and analyzing the video inputs to generate video analysisdata for the plurality of broadcasts, wherein the video analysis datafor a given broadcast indicates one or more notable events in therespective broadcast as determined from physical actions of participantsin the broadcast as shown in the respective video inputs for thebroadcast; wherein said determining the plurality of highlight segmentsfrom the plurality of broadcasts comprises determining at least one ofthe plurality of highlight segments according to the video analysisdata.
 15. The method as recited in claim 14, wherein the video inputsshow faces of respective participants, and wherein said analyzing thevideo inputs to generate video analysis data comprises analyzing facialexpressions to detect emotions or states of respective participants. 16.The method as recited in claim 7, further comprising: receivingspectator highlight input from spectators of the respective broadcastsvia spectating user interfaces on the spectator devices, wherein thespectator highlight input for a given broadcast indicates one or morenotable events in the respective broadcast as specified by one or morespectators of the respective broadcast via the spectating userinterfaces on the respective spectator devices; wherein said determiningthe plurality of highlight segments from the plurality of broadcastscomprises determining at least one of the plurality of highlightsegments according to the spectator highlight input.
 17. The method asrecited in claim 7, further comprising: receiving broadcaster highlightinput from broadcasters of the respective broadcasts via broadcastinguser interfaces on the broadcaster devices, wherein the broadcasterhighlight input for a given broadcast indicates one or more notableevents in the respective broadcast as specified by the broadcaster ofthe respective broadcast; wherein said determining the plurality ofhighlight segments from the plurality of broadcasts comprisesdetermining at least one of the plurality of highlight segmentsaccording to the broadcaster highlight input.
 18. The method as recitedin claim 7, further comprising: applying a machine learning analysistechnique to the broadcasts to detect highlight events in broadcastvideo, wherein the machine learning analysis technique comparesattributes from previously determined highlight segments to attributesdetermined from the broadcast video to detect the highlight events;wherein said determining the plurality of highlight segments from theplurality of broadcasts comprises determining at least one of theplurality of highlight segments according to the detected highlightevents.
 19. The method as recited in claim 7, further comprising:applying a statistically improbable event analysis technique to metadatafor the broadcasts to detect statistically improbable events inbroadcast video, wherein the statistically improbable event analysistechnique compares statistics from previous broadcasts to the metadatafor the broadcasts to detect the statistically improbable events;wherein said determining the plurality of highlight segments from theplurality of broadcasts comprises determining at least one of theplurality of highlight segments according to the detected statisticallyimprobable events.
 20. The method as recited in claim 7, wherein saiddetermining a plurality of highlight segments from the plurality ofbroadcasts according to the highlight data comprises: determininghighlight events in the broadcasts; and for each determined highlightevent, determining a temporal window around the highlight event, whereinthe windows provide context for the determined highlight events.
 21. Themethod as recited in claim 7, wherein said determining a window around ahighlight event comprises dynamically determining the window accordingto window attributes from one or more previously determined highlightsegments.
 22. The method as recited in claim 7, wherein said determininga window around a highlight event comprises determining the windowaccording to specified window parameters.
 23. The method as recited inclaim 7, wherein said determining a window around a highlight eventcomprises determining the window according to spectator preferences. 24.The method as recited in claim 7, further comprising: determining a setof two or more of the highlight segments according to one or morehighlight selection criteria; generating a highlight reel including theset of highlight segments; and streaming the highlight reel to at leastone of the plurality of spectator devices for display via the UI. 25.The method as recited in claim 24, wherein the one or more highlightselection criteria include game genres, game titles, broadcasters, andtime periods.
 26. The method as recited in claim 7, further comprising:receiving highlight viewing preferences from spectators of therespective broadcasts via game spectating user interfaces on thespectator devices; determining a set of two or more of the highlightsegments according to the highlight viewing preferences of a particularspectator; generating a highlight reel including the set of highlightsegments; and streaming the highlight reel to at least the spectatordevice of the particular spectator for display via the UI.
 27. Anon-transitory computer-readable storage medium storing programinstructions that when executed on one or more computers cause the oneor more computers to implement a highlight service for a game spectatingsystem, the highlight service configured to: receive game event datafrom a plurality of game systems according to an application programminginterface (API) to the highlight service, wherein the game event datareceived from a given game system indicates one or more notable eventsin a game executing on the respective game system as determined from therespective game event data, and wherein the game event data includesparticipant highlight tags that indicate one or moreparticipant-specified notable events in the game; determine a pluralityof highlight segments from a plurality of broadcasts, wherein one ormore of the plurality of highlight segments are determined according tothe received game event data and the participant highlight tags andsatisfying a spectator voting threshold, wherein each broadcast showsgame play of a respective broadcaster participating as a player in agame executing on one of the plurality of game systems, wherein eachhighlight segment includes a portion of a respective broadcast showing anotable event from a respective game; and present at least some of theplurality of highlight segments from the plurality of broadcasts forviewing on a plurality of spectator devices via a user interface (UI) tothe highlight service.
 28. The non-transitory computer-readable storagemedium as recited in claim 27, wherein the highlight service is furtherconfigured to: obtain highlight data indicating notable events in theplurality of broadcasts, wherein the highlight data includes one or moreof broadcaster and spectator audio input to the broadcasts, broadcasterand spectator text chat input to the broadcasts, and broadcaster andspectator video input to the broadcasts; and analyze the highlight datato generate analysis data for the plurality of broadcasts, wherein theanalysis data for a given broadcast indicates one or more notable eventsin the respective broadcast as determined from the highlight data forthe respective broadcast; and determine at least one of the plurality ofhighlight segments according to the analysis data.